linearly 0.36.0 → 0.37.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/esm/mat2.d.ts +1 -1
- package/lib/esm/mat2.d.ts.map +1 -1
- package/lib/esm/mat2.js +3 -2
- package/lib/esm/mat2d.d.ts.map +1 -1
- package/lib/esm/mat2d.js +4 -5
- package/lib/esm/mat3.d.ts.map +1 -1
- package/lib/esm/mat3.js +16 -15
- package/lib/esm/mat4.d.ts.map +1 -1
- package/lib/esm/mat4.js +18 -17
- package/lib/esm/quat.js +3 -3
- package/lib/esm/scalar.d.ts +6 -35
- package/lib/esm/scalar.d.ts.map +1 -1
- package/lib/esm/scalar.js +11 -53
- package/package.json +9 -4
- package/lib/cjs/common.d.ts +0 -16
- package/lib/cjs/common.d.ts.map +0 -1
- package/lib/cjs/common.js +0 -70
- package/lib/cjs/index.d.ts +0 -10
- package/lib/cjs/index.d.ts.map +0 -1
- package/lib/cjs/index.js +0 -22
- package/lib/cjs/mat2.d.ts +0 -272
- package/lib/cjs/mat2.d.ts.map +0 -1
- package/lib/cjs/mat2.js +0 -473
- package/lib/cjs/mat2d.d.ts +0 -329
- package/lib/cjs/mat2d.d.ts.map +0 -1
- package/lib/cjs/mat2d.js +0 -641
- package/lib/cjs/mat3.d.ts +0 -295
- package/lib/cjs/mat3.d.ts.map +0 -1
- package/lib/cjs/mat3.js +0 -670
- package/lib/cjs/mat4.d.ts +0 -532
- package/lib/cjs/mat4.d.ts.map +0 -1
- package/lib/cjs/mat4.js +0 -1576
- package/lib/cjs/quat.d.ts +0 -334
- package/lib/cjs/quat.d.ts.map +0 -1
- package/lib/cjs/quat.js +0 -802
- package/lib/cjs/scalar.d.ts +0 -501
- package/lib/cjs/scalar.d.ts.map +0 -1
- package/lib/cjs/scalar.js +0 -728
- package/lib/cjs/vec2.d.ts +0 -664
- package/lib/cjs/vec2.d.ts.map +0 -1
- package/lib/cjs/vec2.js +0 -1247
- package/lib/cjs/vec3.d.ts +0 -660
- package/lib/cjs/vec3.d.ts.map +0 -1
- package/lib/cjs/vec3.js +0 -1329
- package/lib/cjs/vec4.d.ts +0 -552
- package/lib/cjs/vec4.d.ts.map +0 -1
- package/lib/cjs/vec4.js +0 -1200
package/lib/cjs/vec4.d.ts
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import { mat4 } from './mat4';
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import { quat } from './quat';
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/**
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* Represents 4D vector
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* @category Types
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*/
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export type vec4 = readonly [x: number, y: number, z: number, w: number];
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/**
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* Functions for {@link vec4}, a 4D vector.
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* @category Modules
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*/
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export declare namespace vec4 {
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/**
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* Mutable version of {@link vec4}
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* @category Types
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*/
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type Mutable = [x: number, y: number, z: number, w: number];
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/**
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* Creates a new vector from given elements
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* @category Generators
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*/
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function of(x: number, y?: number, z?: number, w?: number): vec4;
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/**
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* Creates a mutable clone of given vec4
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* @category Generators
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*/
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function clone(a: vec4): Mutable;
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/**
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* @category Constants
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*/
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const zero: vec4;
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/**
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* @category Constants
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*/
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const one: vec4;
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/**
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* An unit vector pointing towards positive X. Same as `[1, 0, 0, 0]`
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* @category Constants
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*/
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const unitX: vec4;
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/**
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* An unit vector pointing towards positive Y. Same as `[0, 1, 0, 0]`
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* @category Constants
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*/
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const unitY: vec4;
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/**
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* An unit vector pointing towards positive Z. Same as `[0, 0, 1, 0]`
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* @category Constants
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*/
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const unitZ: vec4;
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/**
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* An unit vector pointing towards positive W. Same as `[0, 0, 0, 1]`
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* @category Constants
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*/
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const unitW: vec4;
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/**
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* Adds given vec4's
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*/
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function add(...vs: (vec4 | number)[]): vec4;
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/**
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* Subtracts given vec4's. When the argument is a single vector, it negates it. Otherwise, it subtracts from left to right.
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*
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* @shorthands
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* - {@link sub}
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*/
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function subtract(...vs: (vec4 | number)[]): vec4;
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/**
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* Alias for {@link subtract}
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*/
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const sub: typeof subtract;
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/**
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* Subtracts a from b
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*/
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function delta(a: vec4 | number, b: vec4 | number): vec4;
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/**
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* Multiplies given vec4's
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* @shorthands
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* - {@link mul}
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*/
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function multiply(...vs: (vec4 | number)[]): vec4;
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/**
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* Alias for {@link multiply}
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*/
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const mul: typeof multiply;
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/**
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* Divides given vec4's
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*
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* @shorthands
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* - {@link div}
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*/
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function divide(...vs: (vec4 | number)[]): vec4;
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/**
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* Alias for {@link divide}
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*/
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const div: typeof divide;
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/**
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* Returns the absolute value of each component of a vec4
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*/
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function abs(v: vec4): vec4;
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/**
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* Symmetric round the components of a vec4
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*/
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function round(a: vec4): vec4;
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/**
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* Applies Math.ceil to each component of a vec4
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*/
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function ceil(a: vec4): vec4;
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/**
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* Applies Math.floor to each component of a vec4
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*/
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function floor(a: vec4): vec4;
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/**
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* Applies Math.sign to each component of a vec4
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*/
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function sign(v: vec4): vec4;
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/**
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* Removes the fractional part
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* @see https://www.sidefx.com/docs/houdini/vex/functions/trunc.html
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*/
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function trunc(v: vec4): vec4;
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/**
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* Computes the fractional part of the argument
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/fract.xhtml
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*/
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function fract(a: vec4): vec4;
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/**
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* Compute value of one parameter modulo another. This is computed as x - y * floor(x/y). Unlike JavaScript's `%` operator, the sign of result always matches to `b`.
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* @see https://thebookofshaders.com/glossary/?search=mod
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*/
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function mod(a: vec4, b: vec4 | number): vec4;
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/**
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* Quantize a vec4 to a given step and offset. If the step is 0, the value is returned unchanged.
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* @param v The value to quantize
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* @param step The step size
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* @param offset The offset
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* @returns The quantized value
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*/
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function quantize(v: vec4, step: vec4 | number, offset?: vec4 | number): vec4;
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/**
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* Returns the minimum of given vec4's
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*/
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function min(...vs: (vec4 | number)[]): vec4;
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/**
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* Returns the maximum of given vec4's
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*/
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function max(...vs: (vec4 | number)[]): vec4;
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/**
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* Constrain a value to lie between two further values
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* @see https://thebookofshaders.com/glossary/?search=clamp
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* @param v the value to constrain
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* @param min the lower end of the range into which to constrain `v`
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* @param max the upper end of the range into which to constrain `v`
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*/
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function clamp(a: vec4, min: vec4 | number, max: vec4 | number): vec4;
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/**
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* Clamps each component to [0, 1]. Equivalent to {@link saturate}.
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*/
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function clamp01(v: vec4): vec4;
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/**
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* Clamps each component to [-1, 1]
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*/
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function clamp11(v: vec4): vec4;
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/**
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* Scales a vec4 by a scalar number
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*
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* @param a the vector to scale
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* @param s amount to scale the vector by
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*/
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function scale(a: vec4, s: number): vec4;
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/**
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* Returns the average value of the input(s)
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* @see https://www.sidefx.com/docs/houdini/vex/functions/avg.html
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*
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* @shorthands
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* - {@link avg}
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*/
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function average(...vs: vec4[]): vec4;
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/**
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* Alias for {@link average}
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*/
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const avg: typeof average;
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/**
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* Adds given vec4's after scaling the second operand by a scalar value
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* @param scale the amount to scale b by before adding
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*/
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function scaleAndAdd(a: vec4, b: vec4, scale: number): vec4;
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/**
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* Calculates the euclidian distance between two vec4's
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*/
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function distance(a: vec4, b: vec4): number;
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/**
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* Alias for {@link distance}
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*/
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const dist: typeof distance;
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/**
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* Calculates the squared euclidian distance between two vec4's
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*
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* @shorthands
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* - {@link sqrDist}
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*/
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function squaredDistance(a: vec4, b: vec4): number;
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/**
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* Alias for {@link squaredDistance}
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*/
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const sqrDist: typeof squaredDistance;
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/**
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* Returns the absolute difference between corresponding components of two vec4's
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*
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* @shorthands
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* - {@link diff}
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*/
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function difference(a: vec4, b: vec4): vec4;
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/**
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* Alias for {@link vec4.difference}
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* @category Shorthands
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*/
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const diff: typeof difference;
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/**
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* Calculates the length of a vec4
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*
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* @shorthands
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* - {@link len}
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*/
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function length(a: vec4): number;
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/**
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* Alias for {@link length}
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*/
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const len: typeof length;
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/**
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* Calculates the squared length of a vec4
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*
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* - {@link sqrLen}
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function squaredLength(a: vec4): number;
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/**
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* Alias for {@link squaredLength}
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*/
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const sqrLen: typeof squaredLength;
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/**
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* Negates the components of a vec4
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* @shorthands
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* - {@link neg}
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*/
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function negate(a: vec4): vec4;
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/**
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* Alias for {@link negate}
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*/
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const neg: typeof negate;
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/**
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* Returns the inverse of the components of a vec4
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*
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* @shorthands
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* - {@link inv}
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function invert(a: vec4): vec4;
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/**
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* Alias for {@link invert}
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* @category Shorthands
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const inv: typeof invert;
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/**
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* Returns the result of `v` subtracted from {@link one}.
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*/
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function oneMinus(v: vec4): vec4;
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/**
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* Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. The function clamps the given value the range `(omin, omax)` before fitting, so the resulting value will be guaranteed to be in the range `(nmin, nmax)`. To avoid clamping use efit instead.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
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* @param value
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* @param omin
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* @param omax
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* @param nmin
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* @param nmax
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* @returns
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*/
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function fit(value: vec4, omin: vec4, omax: vec4, nmin: vec4, nmax: vec4): vec4;
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/**
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* Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. Unlike `fit`, this function does not clamp values to the given range. If `omin` and `omax` are the same, the function returns the average of `nmin` and `nmax`.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
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* @param value
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* @param omin
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* @param omax
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* @param nmin
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* @param nmax
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* @returns
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*/
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function efit(value: vec4, omin: vec4, omax: vec4, nmin: vec4, nmax: vec4): vec4;
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/**
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* Takes the value in the range `(0, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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* @see https://www.sidefx.com/docs/houdini/vex/functions/fit01.html
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*/
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292
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function fit01(value: vec4, nmin: vec4, nmax: vec4): vec4;
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293
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-
/**
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294
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-
* Takes the value in the range `(-1, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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295
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-
* @see https://www.sidefx.com/docs/houdini/vex/functions/fit11.html
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296
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-
*/
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297
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-
function fit11(value: vec4, nmin: vec4, nmax: vec4): vec4;
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/**
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299
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* Normalize a vec4
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300
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*/
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301
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function normalize(a: vec4): vec4;
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302
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/**
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303
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* Calculates the dot product of two vec4's
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*/
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305
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function dot(a: vec4, b: vec4): number;
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/**
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307
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* Returns the cross-product of three vectors in a 4-dimensional space
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*/
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309
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function cross(u: vec4, v: vec4, w: vec4): vec4;
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310
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/**
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311
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* Linearly interpolate between two vec4's. Same as GLSL's built-in `mix` function.
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312
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
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313
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*
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314
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* @shorthands
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315
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* - {@link mix}
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316
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*/
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317
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function lerp(a: vec4, b: vec4, t: vec4 | number): vec4;
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318
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/**
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319
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* Alias for {@link lerp}
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320
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* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
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321
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-
*/
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322
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-
const mix: typeof lerp;
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323
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/**
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324
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* Returns the amount to mix `min` and `max` to generate the input value `t`. This is the inverse of the `lerp` function. If `min` and `max` are equal, the mixing value is `0.5`.
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325
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* @see https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Inverse-Lerp-Node.html
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326
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* @see https://www.sidefx.com/docs/houdini/vex/functions/invlerp.html
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327
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*
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328
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* @shorthands
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329
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* - {@link invlerp}
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330
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*/
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331
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-
function inverseLerp(a: vec4, b: vec4, t: vec4): vec4;
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332
|
-
/**
|
|
333
|
-
* Alias for {@link inverseSqrt}
|
|
334
|
-
* @category Shorthands
|
|
335
|
-
*/
|
|
336
|
-
const invsqrt: typeof inverseSqrt;
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337
|
-
/**
|
|
338
|
-
* Alias for {@link inverseLerp}
|
|
339
|
-
*/
|
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340
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-
const invlerp: typeof inverseLerp;
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341
|
-
/**
|
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342
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* Transforms the vec4 with a mat4.
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343
|
-
*/
|
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344
|
-
function transformMat4(a: vec4, m: mat4): vec4;
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345
|
-
/**
|
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346
|
-
* Transforms the vec4 with a quat
|
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347
|
-
*/
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348
|
-
function transformQuat(a: vec4, q: quat): vec4;
|
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349
|
-
/**
|
|
350
|
-
* Transforms a vec4 with a matrix or quaternion, automatically choosing the appropriate transformation function
|
|
351
|
-
* @param p The vector to transform
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|
352
|
-
* @param m The transformation (mat4 or quat)
|
|
353
|
-
* @returns The transformed vector
|
|
354
|
-
*
|
|
355
|
-
* @shorthands
|
|
356
|
-
* - {@link xform}
|
|
357
|
-
*/
|
|
358
|
-
function transform(p: vec4, m: mat4 | quat): vec4;
|
|
359
|
-
/**
|
|
360
|
-
* Alias for {@link vec4.transform}
|
|
361
|
-
* @category Shorthands
|
|
362
|
-
*/
|
|
363
|
-
const xform: typeof transform;
|
|
364
|
-
/**
|
|
365
|
-
* Apply a step function by comparing two values
|
|
366
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/step.xhtml
|
|
367
|
-
* @param edge The location of the edge of the step function.
|
|
368
|
-
* @param x The value to be used to generate the step function.
|
|
369
|
-
* @returns
|
|
370
|
-
*/
|
|
371
|
-
function step(edge: vec4 | number, v: vec4 | number): vec4;
|
|
372
|
-
/**
|
|
373
|
-
* Perform Hermite interpolation between two values.
|
|
374
|
-
* @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml
|
|
375
|
-
* @param edge0 Lower edge of the Hermite function.
|
|
376
|
-
* @param edge1 Upper edge of the Hermite function.
|
|
377
|
-
* @param x Source value for interpolation.
|
|
378
|
-
* @returns
|
|
379
|
-
*/
|
|
380
|
-
function smoothstep(edge0: vec4 | number, edge1: vec4 | number, x: vec4): vec4;
|
|
381
|
-
/**
|
|
382
|
-
* Converts the components of a vec4 from radians to degrees
|
|
383
|
-
* @param rad The input vec4 in radians
|
|
384
|
-
* @returns The degrees equivalent of the input
|
|
385
|
-
*
|
|
386
|
-
* @shorthands
|
|
387
|
-
* - {@link deg}
|
|
388
|
-
*/
|
|
389
|
-
function degrees(rad: vec4): vec4;
|
|
390
|
-
/**
|
|
391
|
-
* Alias for {@link degrees}
|
|
392
|
-
* @category Shorthands
|
|
393
|
-
*/
|
|
394
|
-
const deg: typeof degrees;
|
|
395
|
-
/**
|
|
396
|
-
* Converts the components of a vec4 from degrees to radians
|
|
397
|
-
* @param deg The input vec4 in degrees
|
|
398
|
-
* @returns The radians equivalent of the input
|
|
399
|
-
*
|
|
400
|
-
* @shorthands
|
|
401
|
-
* - {@link rad}
|
|
402
|
-
*/
|
|
403
|
-
function radians(deg: vec4): vec4;
|
|
404
|
-
/**
|
|
405
|
-
* Alias for {@link radians}
|
|
406
|
-
* @category Shorthands
|
|
407
|
-
*/
|
|
408
|
-
const rad: typeof radians;
|
|
409
|
-
/**
|
|
410
|
-
* Returns the sine of each component, which are angles in degrees
|
|
411
|
-
*/
|
|
412
|
-
function sin(deg: vec4): vec4;
|
|
413
|
-
/**
|
|
414
|
-
* Returns the cosine of each component, which are angles in degrees
|
|
415
|
-
*/
|
|
416
|
-
function cos(deg: vec4): vec4;
|
|
417
|
-
/**
|
|
418
|
-
* Returns the tangent of each component, which are angles in degrees
|
|
419
|
-
*/
|
|
420
|
-
function tan(deg: vec4): vec4;
|
|
421
|
-
/**
|
|
422
|
-
* Returns the arcsine of each component, in degrees
|
|
423
|
-
*/
|
|
424
|
-
function asin(v: vec4): vec4;
|
|
425
|
-
/**
|
|
426
|
-
* Returns the arc cosine of each component, in degrees
|
|
427
|
-
*/
|
|
428
|
-
function acos(v: vec4): vec4;
|
|
429
|
-
/**
|
|
430
|
-
* Returns the arc-tangent of the parameters. If `x` is not provided, `y` is regarded as a value of `y/x`.
|
|
431
|
-
* @param y the values of the y-coordinate
|
|
432
|
-
* @param x the values of the x-coordinate
|
|
433
|
-
* @returns the angle in degrees
|
|
434
|
-
* @see https://thebookofshaders.com/glossary/?search=atan
|
|
435
|
-
* */
|
|
436
|
-
function atan(y: vec4, x?: vec4): vec4;
|
|
437
|
-
/**
|
|
438
|
-
* Returns the arc-tangent of the parameters.
|
|
439
|
-
* @param y the values of the y-coordinate
|
|
440
|
-
* @param x the values of the x-coordinate
|
|
441
|
-
* @returns the angle in degrees
|
|
442
|
-
* @see https://thebookofshaders.com/glossary/?search=atan
|
|
443
|
-
* */
|
|
444
|
-
function atan2(y: vec4, x: vec4): vec4;
|
|
445
|
-
/**
|
|
446
|
-
* Returns the base to the exponent power, component-wise
|
|
447
|
-
*/
|
|
448
|
-
function pow(a: vec4, b: vec4 | number): vec4;
|
|
449
|
-
/**
|
|
450
|
-
* Returns e raised to the power of each component
|
|
451
|
-
*/
|
|
452
|
-
function exp(v: vec4): vec4;
|
|
453
|
-
/**
|
|
454
|
-
* Returns the natural logarithm of each component
|
|
455
|
-
*/
|
|
456
|
-
function log(v: vec4): vec4;
|
|
457
|
-
/**
|
|
458
|
-
* Returns 2 raised to the power of the parameter
|
|
459
|
-
* @param v the value of the power to which 2 will be raised
|
|
460
|
-
*/
|
|
461
|
-
function exp2(v: vec4): vec4;
|
|
462
|
-
/**
|
|
463
|
-
* Returns the base-2 logarithm of each component
|
|
464
|
-
*/
|
|
465
|
-
function log2(v: vec4): vec4;
|
|
466
|
-
/**
|
|
467
|
-
* Returns the square root of each component
|
|
468
|
-
*/
|
|
469
|
-
function sqrt(v: vec4): vec4;
|
|
470
|
-
/**
|
|
471
|
-
* Returns the inverse of the square root of the parameter
|
|
472
|
-
* @param v the value of which to take the inverse of the square root
|
|
473
|
-
* @see https://thebookofshaders.com/glossary/?search=inversesqrt
|
|
474
|
-
*/
|
|
475
|
-
function inverseSqrt(v: vec4): vec4;
|
|
476
|
-
/**
|
|
477
|
-
* Returns the hyperbolic sine of each component
|
|
478
|
-
*/
|
|
479
|
-
function sinh(v: vec4): vec4;
|
|
480
|
-
/**
|
|
481
|
-
* Returns the hyperbolic cosine of each component
|
|
482
|
-
*/
|
|
483
|
-
function cosh(v: vec4): vec4;
|
|
484
|
-
/**
|
|
485
|
-
* Returns the hyperbolic tangent of each component
|
|
486
|
-
*/
|
|
487
|
-
function tanh(v: vec4): vec4;
|
|
488
|
-
/**
|
|
489
|
-
* Returns the inverse hyperbolic sine of each component
|
|
490
|
-
*/
|
|
491
|
-
function asinh(v: vec4): vec4;
|
|
492
|
-
/**
|
|
493
|
-
* Returns the inverse hyperbolic cosine of each component
|
|
494
|
-
*/
|
|
495
|
-
function acosh(v: vec4): vec4;
|
|
496
|
-
/**
|
|
497
|
-
* Returns the inverse hyperbolic tangent of each component
|
|
498
|
-
*/
|
|
499
|
-
function atanh(v: vec4): vec4;
|
|
500
|
-
/**
|
|
501
|
-
* Clamps each component to [0, 1]. Equivalent to HLSL's `saturate`.
|
|
502
|
-
*/
|
|
503
|
-
function saturate(v: vec4): vec4;
|
|
504
|
-
/**
|
|
505
|
-
* Returns the sum of all components of a vector.
|
|
506
|
-
* Equivalent to GLM's `glm::compAdd`.
|
|
507
|
-
*/
|
|
508
|
-
function compAdd(v: vec4): number;
|
|
509
|
-
/**
|
|
510
|
-
* Returns the product of all components of a vector.
|
|
511
|
-
* Equivalent to GLM's `glm::compMul`.
|
|
512
|
-
*/
|
|
513
|
-
function compMul(v: vec4): number;
|
|
514
|
-
/**
|
|
515
|
-
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with `===`)
|
|
516
|
-
*
|
|
517
|
-
* @shorthands
|
|
518
|
-
* - {@link eq}
|
|
519
|
-
*/
|
|
520
|
-
function exactEquals(a: vec4, b: vec4): boolean;
|
|
521
|
-
/**
|
|
522
|
-
* Alias for {@link exactEquals}
|
|
523
|
-
* @category Shorthands
|
|
524
|
-
*/
|
|
525
|
-
const eq: typeof exactEquals;
|
|
526
|
-
/**
|
|
527
|
-
* Returns whether or not the vectors have approximately the same elements in the same position.
|
|
528
|
-
*
|
|
529
|
-
* @shorthands
|
|
530
|
-
* - {@link approx}
|
|
531
|
-
* - {@link equals}
|
|
532
|
-
*/
|
|
533
|
-
function approxEquals(a: vec4, b: vec4): boolean;
|
|
534
|
-
/**
|
|
535
|
-
* Alias for {@link approxEquals}
|
|
536
|
-
* @category Shorthands
|
|
537
|
-
*/
|
|
538
|
-
const approx: typeof approxEquals;
|
|
539
|
-
/**
|
|
540
|
-
* Alias for {@link approxEquals}. This is provided for compatibility with gl-matrix.
|
|
541
|
-
* @category Shorthands
|
|
542
|
-
* @deprecated Use {@link approxEquals} instead
|
|
543
|
-
*/
|
|
544
|
-
const equals: typeof approxEquals;
|
|
545
|
-
/**
|
|
546
|
-
* Returns the string representation of a vec4
|
|
547
|
-
* @param v vector to represent as a string
|
|
548
|
-
* @param fractionDigits number of digits to appear after the decimal point
|
|
549
|
-
*/
|
|
550
|
-
const toString: (v: vec4, fractionDigits?: number) => string;
|
|
551
|
-
}
|
|
552
|
-
//# sourceMappingURL=vec4.d.ts.map
|
package/lib/cjs/vec4.d.ts.map
DELETED
|
@@ -1 +0,0 @@
|
|
|
1
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-
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